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Including serious games in the classroom

Walsh, Christopher (2012). Including serious games in the classroom. In: Beavis, Catherine; O'Mara, Joanne and McNeice, Lisa eds. Digital Games: Literacy in Action. Kent Town, S Australia: Wakefield Press, pp. 94–106.

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Abstract

Although serious games are well established in gaming culture, they are rarely focused on as an object of study in secondary classrooms. This chapter explores ways of researching, playing and working with popular serious games with secondary Media students. It presents three popular serious games and outlines a unit that incorporates serious games in the classroom using online message boards. Importantly, it also outlines how classroom teaching and learning in the serious games unit is closely aligned with the Victorian Essential Learning Standards for the Arts (Media) and Communication. In conclusion, I outline the unit's final assessment tasks, where students were required to either make an argument for including serious games in the classroom, write a proposal for a new serious game or design their own digital game using GameMaker 7, a free popular game design software available online.

Item Type: Book Section
Copyright Holders: 2012 Australian Association for the Teaching of English
ISBN: 1-74305-127-1, 978-1-74305-127-6
Keywords: computers and literacy; visual literacy; video games
Academic Unit/School: Faculty of Wellbeing, Education and Language Studies (WELS) > Education, Childhood, Youth and Sport
Faculty of Wellbeing, Education and Language Studies (WELS)
Research Group: Centre for Research in Education and Educational Technology (CREET)
Item ID: 35511
Depositing User: Christopher Walsh
Date Deposited: 01 Feb 2013 10:24
Last Modified: 13 May 2019 18:08
URI: http://oro.open.ac.uk/id/eprint/35511
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